finished the branch,,,local to world in VertexInputStreaming.

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-05-06 22:19:50 +08:00
parent abfc84feff
commit 958183bb29
12 changed files with 109 additions and 53 deletions

@ -1 +1 @@
Subproject commit 71b56d6d7b1cff70856882351feb0040dc04461f
Subproject commit 5ec0f4af20c873d4b7aeb18c16ac6deedf44dbe2

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@ -45,9 +45,16 @@ private:
bool InitMaterial()
{
AutoDelete<MaterialCreateInfo> mci=mtl::CreateVertexColor2D(mtl::CoordinateSystem2D::ZeroToOne);
{
mtl::Material2DConfig cfg;
cfg.coordinate_system=mtl::CoordinateSystem2D::ZeroToOne;
cfg.local_to_world=true;
AutoDelete<MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
material_instance=db->CreateMaterialInstance(mci);
}
if(!material_instance)
return(false);
@ -70,7 +77,8 @@ private:
if(!render_obj)
return(false);
render_root.CreateSubNode(render_obj);
render_root.CreateSubNode(translate(-0.25,0),render_obj);
render_root.CreateSubNode(translate( 0.25,0),render_obj);
render_root.RefreshMatrix();

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@ -16,7 +16,7 @@ namespace hgl
struct RenderNode2D
{
Matrix3x4f local_to_world;
Matrix4f local_to_world;
Renderable *ri;
};
@ -81,7 +81,7 @@ namespace hgl
MaterialRenderList2D(GPUDevice *d,Material *m);
~MaterialRenderList2D();
void Add(Renderable *ri,const Matrix3x4f &mat);
void Add(Renderable *ri,const Matrix4f &mat);
void ClearData()
{

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@ -1,4 +1,4 @@
#ifndef HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE
#ifndef HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE
#define HGL_GRAPH_MTL_2D_VERTEX2D_INCLUDE
#include<hgl/graph/mtl/StdMaterial.h>
@ -11,7 +11,14 @@ namespace hgl
namespace mtl
{
MaterialCreateInfo *CreateVertexColor2D(const CoordinateSystem2D &);
struct Material2DConfig
{
CoordinateSystem2D coordinate_system; ///<使用的坐标系
bool local_to_world=false; ///<包含LocalToWorld矩阵
};
MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *);
}//namespace mtl
}//namespace graph
}//namespace hgl

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@ -5,6 +5,7 @@
#define STD_MTL_NAMESPACE_USING using namespace hgl::graph::mtl;
#include<hgl/TypeFunc.h>
#include<hgl/graph/mtl/ShaderBuffer.h>
STD_MTL_NAMESPACE_BEGIN
@ -13,7 +14,9 @@ enum class CoordinateSystem2D
{
NDC,
ZeroToOne, //左上角为0,0右下角为1,1
Ortho //左上角为0,0右下角为(width-1),(height-1)
Ortho, //左上角为0,0右下角为(width-1),(height-1)
ENUM_CLASS_RANGE(NDC,Ortho)
};
constexpr const ShaderBufferSource SBS_ViewportInfo=
@ -53,4 +56,17 @@ vec3 world_up;
float znear,zfar;)"
};
namespace func
{
constexpr const char GetLocalToWorld[]=R"(
mat4 GetLocalToWorld()
{
return mat4(LocalToWorld_0,
LocalToWorld_1,
LocalToWorld_2,
LocalToWorld_3);
}
)";
}//namespace func
STD_MTL_NAMESPACE_END

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@ -3,6 +3,7 @@
#include<hgl/graph/VertexAttrib.h>
#include<hgl/graph/VK.h>
#include<hgl/type/StringList.h>
namespace hgl{namespace graph
{
@ -21,10 +22,10 @@ protected:
protected:
AnsiString main_codes;
AnsiString output_struct;
AnsiStringList function_list;
AnsiString final_shader;
SPVData *spv_data;
@ -59,10 +60,7 @@ public:
int AddOutput(const graph::VAT &type,const AnsiString &name);
int AddOutput(const AnsiString &type,const AnsiString &name);
void SetShaderCodes(const AnsiString &str)
{
main_codes=str;
}
void AddFunction(const AnsiString &str){function_list.Add(str);}
const AnsiString &GetOutputStruct()const{return output_struct;}
const AnsiString &GetShaderSource()const{return final_shader;}

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@ -28,17 +28,17 @@ namespace hgl
AddInput(weight,VAN::BoneWeight,VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::Bone);
}
void AddLocalToWorld(const uint count)
void AddLocalToWorld()
{
VAT l2w{VertexAttribType::BaseType::Float,4};
VAT vat{VertexAttribType::BaseType::Float,4};
char name[]= "LocalToWorld_?";
for(uint i=0;i<count;i++)
for(uint i=0;i<4;i++)
{
name[sizeof(name)-2]='0'+i;
AddInput(l2w,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
AddInput(vat,name,VK_VERTEX_INPUT_RATE_INSTANCE,VertexInputGroup::LocalToWorld);
}
}
};//class ShaderCreateInfoVertex:public ShaderCreateInfo

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@ -46,7 +46,7 @@ namespace hgl
}
for(SceneNode *sub:sn->SubNode)
Expend(sub);
ExpendNode(sub);
return(true);
}

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@ -65,8 +65,8 @@ namespace hgl
{
uint count;
VBO *l2w_vbo[3];
VkBuffer l2w_buffer[3];
VBO *l2w_vbo[4];
VkBuffer l2w_buffer[4];
public:
@ -85,6 +85,7 @@ namespace hgl
SAFE_CLEAR(l2w_vbo[0])
SAFE_CLEAR(l2w_vbo[1])
SAFE_CLEAR(l2w_vbo[2])
SAFE_CLEAR(l2w_vbo[3])
count=0;
}
@ -93,7 +94,7 @@ namespace hgl
Clear();
count=power_to_2(c);
for(uint i=0;i<3;i++)
for(uint i=0;i<4;i++)
{
l2w_vbo[i]=dev->CreateVBO(VF_V4F,count);
l2w_buffer[i]=l2w_vbo[i]->GetBuffer();
@ -105,7 +106,7 @@ namespace hgl
RenderNode2D *rn;
glm::vec4 *tp;
for(uint col=0;col<3;col++)
for(uint col=0;col<4;col++)
{
tp=(glm::vec4 *)(l2w_vbo[col]->Map());
@ -145,7 +146,7 @@ namespace hgl
SAFE_CLEAR(extra_buffer)
}
void MaterialRenderList2D::Add(Renderable *ri,const Matrix3x4f &mat)
void MaterialRenderList2D::Add(Renderable *ri,const Matrix4f &mat)
{
RenderNode2D rn;
@ -278,12 +279,12 @@ namespace hgl
if(l2w_binding_count>0) //有变换矩阵信息
{
if(l2w_binding_count!=3) //2D的l2w使用mat3x4f应该只有3个
if(l2w_binding_count!=4)
return(false);
hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,3);
hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,4);
for(uint i=0;i<3;i++)
for(uint i=0;i<4;i++)
buffer_offset[count+i]=first*16; //mat3x4f每列都是rgba32f自然是16字节
count+=l2w_binding_count;

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@ -5,53 +5,73 @@
#include<hgl/shadergen/MaterialCreateInfo.h>
STD_MTL_NAMESPACE_BEGIN
MaterialCreateInfo *CreateVertexColor2D(const CoordinateSystem2D &cs)
MaterialCreateInfo *CreateVertexColor2D(const Material2DConfig *cfg)
{
AnsiString mtl_name;
if(!cfg)return(nullptr);
if(cs==CoordinateSystem2D::NDC )mtl_name="VertexColor2DNDC";else
if(cs==CoordinateSystem2D::ZeroToOne)mtl_name="VertexColor2DZeroToOne";else
if(cs==CoordinateSystem2D::Ortho )mtl_name="VertexColor2DOrtho";else
return(nullptr);
RANGE_CHECK_RETURN_NULLPTR(cfg->coordinate_system)
AnsiString mtl_name;
MaterialCreateInfo *mci=new MaterialCreateInfo( mtl_name, ///<名称
1, ///<最终一个RT输出
false); ///<无深度输出
AnsiString sfGetPosition;
AnsiString sfComputePosition;
if(cs==CoordinateSystem2D::Ortho)
if(cfg->coordinate_system==CoordinateSystem2D::Ortho)
{
mtl_name="VertexColor2DOrtho";
mci->AddUBO(VK_SHADER_STAGE_VERTEX_BIT,
DescriptorSetType::Global,
SBS_ViewportInfo);
sfGetPosition="vec4 GetPosition(){return viewport.ortho_matrix*vec4(Position,0,1);}";
sfComputePosition="vec4 ComputePosition(vec4 pos){return viewport.ortho_matrix*pos;}";
}
else
if(cs==CoordinateSystem2D::ZeroToOne)
sfGetPosition="vec4 GetPosition(){return vec4(Position*2-1,0,1);}";
if(cfg->coordinate_system==CoordinateSystem2D::ZeroToOne)
{
mtl_name="VertexColor2DZeroToOne";
sfComputePosition="vec4 ComputePosition(vec4 pos){return vec4(pos.xy*2-1,pos.z,pos.w);}";
}
else
sfGetPosition="vec4 GetPosition(){return vec4(Position,0,1);}";
{
mtl_name="VertexColor2DNDC";
sfComputePosition="vec4 ComputePosition(vec4 pos){return pos;}";
}
//vertex部分
{
ShaderCreateInfoVertex *vsc=mci->GetVS();
vsc->AddOutput(VAT_VEC4,"Color");
vsc->AddInput(VAT_VEC2,VAN::Position);
vsc->AddInput(VAT_VEC4,VAN::Color);
vsc->AddOutput(VAT_VEC4,"Color");
vsc->AddFunction(sfComputePosition);
vsc->SetShaderCodes(
sfGetPosition+
R"(
void main()
AnsiString main_codes="void main()\n{\n\tOutput.Color=Color;\n";
if(cfg->local_to_world)
{
Output.Color=Color;
vsc->AddLocalToWorld();
gl_Position=GetPosition();
})");
vsc->AddFunction(mtl::func::GetLocalToWorld);
main_codes+="\tvec4 pos=GetLocalToWorld()*vec4(Position,0,1);\n";
}
else
{
main_codes+="\tvec4 pos=vec4(Position,0,1);\n";
}
main_codes+="\tgl_Position=ComputePosition(pos);\n}";
vsc->AddFunction(main_codes);
}
//fragment部分
@ -60,7 +80,7 @@ void main()
fsc->AddOutput(VAT_VEC4,"Color");
fsc->SetShaderCodes(R"(
fsc->AddFunction(R"(
void main()
{
Color=Input.Color;

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@ -121,7 +121,7 @@ bool ShaderCreateInfo::ProcOutput()
final_shader+="layout(location=0) out ";
final_shader+=output_struct;
final_shader+="Output;\n\n";
final_shader+="Output;\n";
return(true);
}
@ -270,7 +270,11 @@ bool ShaderCreateInfo::CreateShader(ShaderCreateInfo *last_sc)
ProcOutput();
final_shader+=main_codes;
for(uint i=0;i<function_list.GetCount();i++)
{
final_shader+="\n";
final_shader+=function_list[i];
}
#ifdef _DEBUG

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@ -7,7 +7,7 @@ using namespace hgl::graph;
void ShaderCreateInfoFragment::UseDefaultMain()
{
main_codes="void main()\n{\n";
AnsiString main_codes="void main()\n{\n";
const auto &output_list=sdm->GetShaderStageIO().output;
@ -25,6 +25,8 @@ void ShaderCreateInfoFragment::UseDefaultMain()
}
main_codes+="}";
AddFunction(main_codes);
}
bool ShaderCreateInfoFragment::ProcOutput()